mirror of
https://github.com/nillerusr/source-engine.git
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163 lines
5.6 KiB
C++
163 lines
5.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "hudelement.h"
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#include "hud_numericdisplay.h"
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#include <vgui_controls/Panel.h>
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#include "hud.h"
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#include "hud_suitpower.h"
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#include "hud_macros.h"
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#include "iclientmode.h"
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#include <vgui_controls/AnimationController.h>
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#include <vgui/ISurface.h>
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#include "c_basehlplayer.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Shows the flashlight icon
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//-----------------------------------------------------------------------------
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class CHudFlashlight : public CHudElement, public vgui::Panel
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{
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DECLARE_CLASS_SIMPLE( CHudFlashlight, vgui::Panel );
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public:
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CHudFlashlight( const char *pElementName );
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virtual void ApplySchemeSettings( vgui::IScheme *pScheme );
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protected:
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virtual void Paint();
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private:
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void SetFlashlightState( bool flashlightOn );
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void Reset( void );
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bool m_bFlashlightOn;
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CPanelAnimationVar( vgui::HFont, m_hFont, "Font", "WeaponIconsSmall" );
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CPanelAnimationVarAliasType( float, m_IconX, "icon_xpos", "4", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_IconY, "icon_ypos", "4", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarInsetX, "BarInsetX", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarInsetY, "BarInsetY", "18", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarWidth, "BarWidth", "28", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarHeight, "BarHeight", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarChunkWidth, "BarChunkWidth", "2", "proportional_float" );
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CPanelAnimationVarAliasType( float, m_flBarChunkGap, "BarChunkGap", "2", "proportional_float" );
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};
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using namespace vgui;
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#ifdef HL2_EPISODIC
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DECLARE_HUDELEMENT( CHudFlashlight );
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#endif // HL2_EPISODIC
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//-----------------------------------------------------------------------------
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// Purpose: Constructor
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//-----------------------------------------------------------------------------
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CHudFlashlight::CHudFlashlight( const char *pElementName ) : CHudElement( pElementName ), BaseClass( NULL, "HudFlashlight" )
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{
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vgui::Panel *pParent = g_pClientMode->GetViewport();
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SetParent( pParent );
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SetHiddenBits( HIDEHUD_HEALTH | HIDEHUD_PLAYERDEAD | HIDEHUD_NEEDSUIT );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pScheme -
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//-----------------------------------------------------------------------------
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void CHudFlashlight::ApplySchemeSettings( vgui::IScheme *pScheme )
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{
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BaseClass::ApplySchemeSettings(pScheme);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Start with our background off
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//-----------------------------------------------------------------------------
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void CHudFlashlight::Reset( void )
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{
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g_pClientMode->GetViewportAnimationController()->StartAnimationSequence( "SuitFlashlightOn" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: data accessor
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//-----------------------------------------------------------------------------
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void CHudFlashlight::SetFlashlightState( bool flashlightOn )
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{
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if ( m_bFlashlightOn == flashlightOn )
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return;
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m_bFlashlightOn = flashlightOn;
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}
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#define WCHAR_FLASHLIGHT_ON 169
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#define WCHAR_FLASHLIGHT_OFF 174
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//-----------------------------------------------------------------------------
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// Purpose: draws the flashlight icon
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//-----------------------------------------------------------------------------
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void CHudFlashlight::Paint()
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{
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#ifdef HL2_EPISODIC
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C_BaseHLPlayer *pPlayer = (C_BaseHLPlayer *)C_BasePlayer::GetLocalPlayer();
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if ( !pPlayer )
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return;
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// Only paint if we're using the new flashlight code
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if ( pPlayer->m_HL2Local.m_flFlashBattery < 0.0f )
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{
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SetPaintBackgroundEnabled( false );
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return;
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}
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bool bIsOn = pPlayer->IsEffectActive( EF_DIMLIGHT );
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SetFlashlightState( bIsOn );
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// get bar chunks
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int chunkCount = m_flBarWidth / (m_flBarChunkWidth + m_flBarChunkGap);
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int enabledChunks = (int)((float)chunkCount * (pPlayer->m_HL2Local.m_flFlashBattery * 1.0f/100.0f) + 0.5f );
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Color clrFlashlight;
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clrFlashlight = ( enabledChunks < ( chunkCount / 4 ) ) ? gHUD.m_clrCaution : gHUD.m_clrNormal;
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clrFlashlight[3] = ( bIsOn ) ? 255: 32;
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// Pick the right character given our current state
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wchar_t pState = ( bIsOn ) ? WCHAR_FLASHLIGHT_ON : WCHAR_FLASHLIGHT_OFF;
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surface()->DrawSetTextFont( m_hFont );
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surface()->DrawSetTextColor( clrFlashlight );
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surface()->DrawSetTextPos( m_IconX, m_IconY );
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surface()->DrawUnicodeChar( pState );
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// Don't draw the progress bar if we're fully charged
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if ( bIsOn == false && chunkCount == enabledChunks )
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return;
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// draw the suit power bar
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surface()->DrawSetColor( clrFlashlight );
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int xpos = m_flBarInsetX, ypos = m_flBarInsetY;
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for (int i = 0; i < enabledChunks; i++)
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{
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
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xpos += (m_flBarChunkWidth + m_flBarChunkGap);
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}
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// Be even less transparent than we already are
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clrFlashlight[3] = clrFlashlight[3] / 8;
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// draw the exhausted portion of the bar.
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surface()->DrawSetColor( clrFlashlight );
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for (int i = enabledChunks; i < chunkCount; i++)
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{
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surface()->DrawFilledRect( xpos, ypos, xpos + m_flBarChunkWidth, ypos + m_flBarHeight );
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xpos += (m_flBarChunkWidth + m_flBarChunkGap);
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}
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#endif // HL2_EPISODIC
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}
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